Glacial Conjurer (5e Class)

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Glacial Conjurer[edit]

In the heart of the mountains, a lone figure stands atop a windswept peak, his breath forming clouds in the crisp, cold air. With a casual wave of his hand, he conjures towering walls of ice, sculpting them into intricate shapes that sparkle in the sunlight. As he strides through the snow, the ground ripples and freezes beneath his footsteps, leaving a trail of frost in his wake. With a focused gaze, he sends shards of ice whirling through the air, each one glinting like a blade of purest crystal. His mastery over the frozen elements is a sight to behold, a testament to his power and control over the very essence of winter itself.

Creating a Glacial Conjurer[edit]


Quick Build

You can make a Glacial Conjurer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength, and then Constitution.

Class Features

As a Glacial Conjurer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Glacial Conjurer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Glacial Conjurer level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple Melee, Martial Melee
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Athletics, Acrobatics, Survival, Perception, History, Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One martial weapon of choice. or (b) Two simple weapons that don't have the heavy property.
  • 5 Spears
  • Dungeoneer's Pack or Explorer's Pack

Table: The Glacial Conjurer

Level Proficiency
Bonus
Glacial Damage Glacial Points Features
1st +2 1d6 2 Glacial Weapon, Permafrost Armor, Chilled
2nd +2 1d6 3 Glacial Design, Frostbirds
3rd +2 1d6 5 Permafrost Breath, Conjurer Specialty
4th +2 1d6 6 Ability Score Improvement, Snowflakes
5th +3 1d8 8 Extra Attack
6th +3 1d8 9 Deep Chill, Ice Wall
7th +3 1d8 11 Icefangs
8th +3 1d8 12 Ability Score Improvement
9th +4 1d8 14 Glacial Bear
10th +4 1d8 15
11th +4 1d10 17 Frigid Tentacles
12th +4 1d10 18 Ability Score Improvement
13th +5 1d10 20 Giant Ice Tortoise
14th +5 1d10 21 Deepest Chill
15th +5 1d10 23
16th +5 1d10 24 Ability Score Improvement, Frigid Tomb
17th +6 1d12 26
18th +6 1d12 27 Ice Dragon
19th +6 1d12 29 Ability Score Improvement
20th +6 1d12 30 Absolute Zero

Glacial Weapon[edit]

At 1st level as a bonus action on your turn your weapon is coated in permafrost. You deal extra cold damage equal to 1d6. This feature increases in damage to a d8 at level 5, a d10 at level 11, and a d12 at level 17 as shown in the Glacial Damage column in the table.

Permafrost Armor[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.

Chilled[edit]

Starting at 1st level when you deal damage equal to or greater than 15 cold damage in a single attack a debuff activates and the enemy hit loses 5 feet of movement.

Glacial Design[edit]

Starting at 2nd level you can use Glacial Points to use certain abilities indicated by the Glacial Points column in your table. You regain these points on a long rest and you can also regain one point each time you do more than 15 cold damage. Your maximum points can not exceed the amount indicated by your level on the table . You also have a Glacial Save DC equal to 8 + Wisdom modifier + Proficiency bonus for certain features that use points, and a Glacial Attack Bonus equal to Proficiency Bonus + Wisdom Modifier. You now have the ability to cast Frostbite and Ray of Frost as cantrips using your Glacial Design features.

Frostbirds[edit]

At 2nd level as a bonus action birds of ice appear and immediately fly at a target within 60ft. They can fly around walls and barriers that don't fully encompass a person. The target takes 1d8 piercing and 1d8 cold damage.

Permafrost Breath[edit]

At 3rd level as an action you can expend 2 Glacial Points to freeze an area with your breath. Frost explodes outwards in a 15 foot cone and all creatures in the area must make a dexterity saving throw against your Glacial Save DC. On a failure they take 3d8 cold damage and lose half of their movement speed which stacked with the Chilled debuff. On a success they take half damage and don't lose their movement speed except by the Chilled debuff.

Conjurer Specialty[edit]

At 3rd level, you chose a specialty. Choose between Frostflame and Wasteland, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Snowflakes[edit]

At 4th level when you drop to 0 hit points the area around you starts to gain heavy snowfall. This makes an area with a radius of a 15 foot square around you difficult terrain and lightly obscured as your body uses the last of its energy to hold off enemies. At 9th level this no longer affects allies as their knowledge of your abilities has improved and they have thus adapted to it.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to 3 attacks at level 11. This only counts for attacks that don't use glacial points.

Deep Chill[edit]

At 6th level your cold damage now ignores resistances and turns immunities to cold damage into resistance allowing your frost to chill people to their core. This increases the feet of movement lost in Chilled to 10.

Ice Wall[edit]

At 6th level as a reaction you can spend 3 Glacial Points create a wall of ice. This wall can take all of the damage of a melee attack before it explodes and pushes an enemy back 5 ft. If a direct attack spell is blocked it takes the damages and melts instantly. If the damage is an area of effect you can choose to use the clone to succeed on the save effectively sacrificing it as a shield. This does not work for any spells that are not physical.

Icefangs[edit]

At 7th level you can spend an action and 3 Glacial Points to summon two wolves that immediately charge forwards towards either one enemy that takes all of the damage or two enemies that take the damage each. These wolves explode into ice on impact dealing 3d6 cold damage each.

Glacial Bear[edit]

At 9th level you can spend an action and 4 Glacial Points to summon a polar bear made of ice. It runs up to 40 total feet and is able to make two attacks before dispersing. These attacks do 2d4 slashing and 4d6 cold damage each and can be made on the same target.

Frigid Tentacles[edit]

At 11th level as an action and by spending 5 Glacial Points you can summon tentacles on a point within 60 ft. All creatures in an area of a 20 foot square must succeed on a dexterity saving throw against your Glacial Save DC or take 3d4 bludgeoning and 4d6 cold damage and become restrained until the start of your next turn. This lasts until the end of your next turn and any creatures that enter the area before then are also required to make the check and take damage. As a bonus action on a subsequent turn one creature of your choice in the area is lashed by a tentacle for 1d4 bludgeoning and 2d6 cold damage.

Giant Ice Tortoise[edit]

At 13th level as an action and by spending 5 Glacial Points you summon a giant tortoise made of ice. You can hurl this tortoise at an enemy forcing it to make a dexterity saving throw against your Glacial Save DC. On a failure they take 3d6 bludgeoning damage and 9d6 cold damage and are knocked prone. On a success they take half as much damage and aren't knocked prone. As a bonus action the tortoise can return to you and act as an ice wall once before disappearing.

Deepest Chill[edit]

At 14th level if an attack deals cold damage equal to 40 or more the enemy loses any remaining immunity to cold damage for that attack and they are stunned until the start of their next turn as ice encases them.

Frigid Tomb[edit]

At 16th level as an action and by spending 6 Glacial Points one enemy of your choice is entombed as ice traps them. They must make a constitution saving throw against your Glacial Save DC. On a failure they take 4d10 cold damage and the enemy is restrained. They must repeat the save until they succeed and are freed or they keep taking this damage and stay restrained. On a success they take half as much damage and are not restrained.

Ice Dragon[edit]

At 18th level as an action and by spending 10 Glacial Point a dragon made of pure ice appears above you. The dragon sprays ice and frost at enemies forcing a dexterity saving throw against your Glacial Save DC. On a failure the dragon makes 5 attacks that each do 5d10 cold damage each and each enemy hit is stunned until the end of their next turn as they are encapsulated in ice. On a success they are not stunned but still take the same amount of damage.

Absolute Zero[edit]

At 20th level the world around you freezes as everything is encased in ice and you effectively cast the time stop spell, but with a few buffs. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. Every creature inside is affected by Deepest Chill, Deep Chill, and Chilled by default. All terrain in a radius of 100 ft is difficult terrain for enemies. You can attack creatures directly in the stopped time despite the original rule.

Designs[edit]

Frostflame[edit]

Deal more damage over time as the ice now burns foes.

Frostflame

At 3rd level anytime you deal cold damage the creature hit takes an extra 1d6 fire damage every turn for 1d2 turns.

Flare

At 6th level as an action as flare of icy fire shoots out from your hand. It has a radius of 5 feet wide by 30 feet long and creatures must succeed on a dexterity saving throw against your Glacial Save DC. On a failure they take 3d6 cold damage and 3d6 fire damage and they are knocked prone. On a success they talk half damage from both sources and are not knocked prone. The area affected is now on fire with icy blue flames.

Raging Flames

At 11th level you ignore resistance to fire damage, and treat immunity to fire damage as resistance. The Frostflame ability also increases to 1d8 and 1d4+1 turns.

Spire

At 17th level as an action and by spending 6 Glacial Points you point your finger at a point within 120 feet. From the ground a giant square spire of ice filled with flames arises to 60 feet in the air and has a radius of 15 feet. All creatures must make a constitution saving throw against your Glacial Save DC. On a failure they take 7d6 cold damage and 6d6 fire damage and are deafened and blinded. On a success they take half as much and are not blinded and deafened.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: 13 Strength and 13 Wisdom

Proficiencies. When you multiclass into the Glacial Conjurer class, you gain the following proficiencies: Medium Armor, Simple and Martial Melee

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